Andy Schatz

American Video Game Designer

Andy Schatz was born in San Diego, California, United States on March 9th, 1978 and is the American Video Game Designer. At the age of 46, Andy Schatz biography, profession, age, height, weight, eye color, hair color, build, measurements, education, career, dating/affair, family, news updates, and networth are available.

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Date of Birth
March 9, 1978
Nationality
United States
Place of Birth
San Diego, California, United States
Age
46 years old
Zodiac Sign
Pisces
Profession
Engineer
Andy Schatz Height, Weight, Eye Color and Hair Color

At 46 years old, Andy Schatz physical status not available right now. We will update Andy Schatz's height, weight, eye color, hair color, build, and measurements.

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Weight
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Andy Schatz Religion, Education, and Hobbies
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Hobbies
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Education
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Andy Schatz Spouse(s), Children, Affair, Parents, and Family
Spouse(s)
Tierney Schatz
Children
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Parents
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Andy Schatz Career

Schatz' first job after college was at the viral marketing firm e-tractions, where he helped create a virtual Christmas snowglobe. After his work at Netplay, he worked on his first commercial release at Presto Studios, where he helped develop Star Trek: Hidden Evil (1999) as a level builder. He left Presto Studios temporarily to work for e-tractions again, only to return later to help with the AI on the Xbox Live version of Whacked! (2002). After leaving Presto Studios, Schatz moved to Santa Cruz to work for TKO Software, and in the early 2000s helped develop Medal of Honor: Allied Assault Breakthrough (2003) and GoldenEye: Rogue Agent (2004) among other games. During a time when the development team had nothing to work on, Schatz proposed a prototype of a game he had been working on described as "a house-robbing game" where players would build a home and defend it, then attempt to break into other players' homes. He sent this prototype to Microsoft, but it did not interest them.

Schatz founded Pocketwatch Games, an independent video game development studio as a sole proprietorship in December 2004, before TKO shut down in 2005. The first game Schatz developed and released was Wildlife Tycoon: Venture Africa (2005), a tycoon game designed to appeal to the same audience as Zoo Tycoon (2001). Set in the African wilderness, the game focused on a number of themes including balancing the ecosystem, species' relationships and weather cycles. It was a success and became an Independent Games Festival (IGF) finalist helping Schatz' secure the budget for the sequel: Venture Arctic (2007). Venture Arctic had the same premise as Venture Africa. While some critics praised it, and it won Gametunnel's simulation game of the year in 2007, it had complications that players did not enjoy. As a result, it was a commercial failure compared to Venture Africa. Schatz was then hired by Jim Safka, co-founder of Match.com, to develop a flash game for Green.com. This contract slowly waned, and Schatz began to work on Venture Dinosauria. It was cancelled before its 2009 release date. Looking back Schatz said he had failed to find "a way to make it both fun and open-ended, but also a small, self-contained experience at the same time". Throughout this period Schatz wanted to expand Pocketwatch Games from a studio to a business and applied for enrollment in various business schools. He was never accepted, something he now considers "the biggest blessing of [his] entire career".

In 2009, Schatz, feeling despondent after the failure of Venture Dinosauria, began learning Microsoft XNA to enable him to develop games for both PC and Xbox 360. Having been rejected by business schools, he slowly discarded that idea and focused on making "whatever game [I'm] passionate about in the moment". In 2009, he was low on cash and gave himself one last chance before getting "a corporate job". He began to code a game inspired by Hitman and other games that resembled Pac-Man without the ghosts. This was the foundation of Monaco: What's Yours Is Mine (2013) and within a week Schatz had added enemies, ambience, and abilities. Shortly after, he began to look over design documents he made years earlier. After fifteen weeks of development, he had a prototype that won two IGF 2010 awards—the Seumas McNally Grand Prize and the Excellence in Design award. With the game still unfinished, these awards allowed Schatz to continue to work on what became, as Polygon described, "a magnificent return to the four-player couch madness of '90s console games". Schatz originally planned to release the game on the Xbox Live Indie Games (XBLIG) marketplace. Having received these awards, however, he changed his mind, describing XBLIG as being "a roll of the dice".

Soon after, Valve (the company behind Steam) and Schatz began discussing the idea of selling the game on Steam. Before this he had contacted Microsoft to discuss selling the game on the Xbox Live Arcade (XBLA). Schatz's idea was rejected by Microsoft for its lack of marketability. Microsoft gave him another chance, and with a "no-risk loan" of $100,000 from the Indie Fund, he continued to work on the game. In 2011, Microsoft rejected the game again. Around the same time, hackers had compromised the PlayStation Network databases ending Schatz' plans to port it to PlayStation 3. Despite these issues, he persisted with the idea of getting the game on consoles. It was around this time he met San Diego-born Andy Nguyen. Nguyen took an interest in Monaco: What's Yours Is Mine thanks to the accolades it had received and sent Schatz a cold call e-mail asking if he needed "a beta tester within walking distance". Because Schatz was becoming increasingly desperate for more feedback, he hired Nguyen, whose input reaffirmed his desire to work on Monaco. He later partnered with Majesco Entertainment to get the game released on XBLA.

Schatz met composer Austin Wintory during Monaco's development. Initially, Schatz was using licensed music with an "old timey, silent era piano style". He contacted Wintory and proposed replacing some of the licensed music with original music. They began to discuss it in more depth as Schatz knew of Wintory's work on Thatgamecompany's Flow and Journey. Wintory eventually persuaded Schatz to use a soundtrack throughout the game. Wintory explained in an interview with IndieGames.com that Schatz was the one who created the premise for each part of Monaco's soundtrack. Schatz would present Wintory with an idea and he would compose for it. He recalled thinking: "When else am I ever going to be asked to write anything remotely like this?" This process was unlike the one he had while working with Thatgamecompany. There he would make a suggestion and it would be discussed formally.

Having released the final content pack for Monaco, development of Tooth and Tail (2017) began in March 2014. The premise was loosely based on a design Schatz, and college roommate Tom Wexler, had developed called Dino Drop. The game was originally codenamed Armada and was initially designed to be gamepad friendly as Schatz believed there had been no "good" real-time strategy (RTS) games that utilized them. During development Schatz noted he wanted Armada to act in a similar fashion as Monaco. He did this by taking the control system and "constraining [it] in order to make the actual, physical interaction easy to pick up without limiting the complexity of the game itself". At the Game Developers Conference, Schatz asked several people for their opinions and received positive feedback. Nothing was definite at this point including the title and theme.

The title was later changed to Lead to Fire. During this stage of its development, the team took inspiration from Blizzard Entertainment's design strategy in their ability to simplify complex mechanics. Around the same time, the game's development began being broadcast on Twitch. Schatz called it a "miniature PAX (gaming festival)", a way to discuss the development with fans. The developers were unhappy with the title Lead to Fire and changed it to Tooth and Tail about a year later. The official title is a reference to the tooth-to-tail ratio. The finalized art style was also announced around the same time, with some comparing it to a modernized version of 1990's pixel art. Schatz wrote that like the development of the art for SpyParty, "the game should look utterly shitty until it's absolutely amazing". Wintory also composed the soundtrack for Tooth and Tail.

In March 2022, Monaco 2 was announced. Schatz noted that the game would feature 3D graphics as opposed to Monaco's 2D top-down view, as well as incorporating procedural level generation. Monaco 2 will retain the stealth and heist genres, though there will be new characters introduced for players to select when playing through the game. There is currently no release date established.

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